New York Times Series on Digital Humanities

The New York Times has just issued the first in a series of articles about “Humanities 2.0: Liberal Arts Meet the Data Revolution.”

The article quotes Tom Scheinfeldt, managing director of the Center for History and New Media at George Mason University. Tom will be speaking to Yale’s Digital Humanities Working Group this Thursday. The session is open to the Yale public. Please join us!

November 18
Tom Scheinfeldt, Assistant Director of the Center for History and New Media
4:00 – 5:00 pm
Whitney Humanities Center, room 208

Teaching Quantitative Reasoning using Technology

Frank Robinson, Coordinator of the Yale College Science and QR Center, shared some of the ways that he and others have used technology to teach quantitative reasoning in Yale undergraduate courses.

Frank Robinson gesturing to a screen on which a clip from Monty Python and the Holy Grail is playing.

Frank Robinson describes how his students predicted the force exerted by a catapulted cow by observing a clip from Monty Python and the Holy Grail.

Professor Robinson has been deeply involved in Yale’s Quantitative Reasoning Initiative. This Yale College initiative established as its chief goal the improvement of undergraduate skills in Quantitative Reasoning. The focus on Quantitative Reasoning [QR] was generated by the CYC committee rulings in 2004 regarding course requirements. In the pre-2008 period, students could completely avoid taking any math courses while at Yale. The new requirements dictate that students must complete 2 QR courses. To satisfy the QR requirement, new courses must demonstrate that the exams and assignments be comprised of 50% QR based questions/equations. It often takes a few months to get a new QR course accepted.

Professor Robinson wanted to find new ways to engage the students in his QR courses. He initially worked with the Instructional Technology Group on making changes to an online QR assessment. Next, a partnership to offer a course on Natural Disasters was formed.

In Spring of 2005, Professor Robinson offered Astronomy 120, Galaxies and the Universe, a course for non-science majors with fewer quantitative reasoning skills. The course introduced two different types of sections: QR intensives sections and Conceptual sections. Wireless Polling devices, otherwise known as “Clickers,” were incorporated into class sessions. Questions focusing on QR and concepts were answered anonymously, thereby providing in-class feedback on general comprehension. The Clickers allowed Professor Robinson to course-correct in class. Pre-class web-based reading quizzes in Classes v2 were also included in the assignment structure for the course. The Reading quizzes also always asked the students whether there were any lingering concepts or quantitative points they didn’t understand. The professor and TFs would read the answers to the reading quizzes before the next class so that they could address gaps in comprehension during the next class. Two online multiple-choice QR assessments were given. These allowed the instructors to weed out the students who did “too well,” meaning they should have been in a higher level QR course, and give more individualized attention to the students who were struggling. Students who were having difficulty were triaged into the appropriate tutoring scenario. Professor Robinson tried to tailor the course to the individual needs of the students as based on their QR assessments.

For his course on Movie Physics, Professor Robinson focused on estimation as the chief QR component to be examined. The Movie Physics course was described in the course catalog as: “A critical evaluation of Hollywood action movies using the laws of physics and back of the envelope estimates to distinguish between fictional and real movie physics. Enrollment limited to freshmen and sophomores. Intended for students with little or no prior exposure to calculus and statistics.” Several contemporary movie clips were used as prompts for a variety of physics estimation assignments. The TwTT audience was treated to a sampling of the clips used in the course: the cow flinging episode from Monty Python’s “Holy Grail,” runaway train from Spiderman, and a spaceship’s encounter with an event horizon from Disney’s “Black Hole.”

For full coverage of this session, please click the video below (note a slight delay upon initial playback):

Gaming in the Classroom

sample card for Operation LAPISWe were happy to welcome Roger Travis, Associate Professor of Classics to the Bass Library on Tuesday to speak about how and why he uses video games in the classroom. Professor Travis first walked us through his side project, the Video Games and Human Values Initiative. This organization started from a base of doing traditional scholarly work on the connections between adventure video games and the Homeric epic a little over four years ago. They are, as their name suggests, hoping to move the conversation about video games in a more humanistic direction. Roger and his collaborators at the VGHVI find that, unlike studies of other media such as film, video game studies has seen insufficient humanistic discourse. As part of this effort, they and other organizations such as Games, Learning, and Society at Wisconsin and Meaningful Play at Michigan State University are exploring issues around what video games are doing to and for us.

Professor Roger TravisProfessor Travis proceeded to structure his talk around his personal narrative, describing how he came to study games and what he has done with them professionally. After casually gaming in childhood and at college, Travis had a breakthrough in playing the Microsoft game Halo for the XBox.  His experiences with this game and the kinships he saw with Homeric bard competitions led him to turn a course into an augmented reality game, or, more properly, into a role-playing game in an augmented-reality game wrapper. The 1:1 mapping he used for learning objectives and play objectives led him to coin the term practomime from praxis and mimesis, that is, a doing and representing.

Another important point in Travis’s timeline came when he attended the Game Education Summit and saw James Paul Gee’s 36 learning principles (discussed in Gee’s What Video Games Have to Teach Us about Learning and Literacy) as well as Ian Schreiber’s chemistry–Pkémon comparison. The former lays out in detail the argument in his book’s title, suggesting new directions for learning (or at least new ontologies for learning) based on studying video game players. The latter discussed resistance among students to learning data from the periodic table of the elements when they had already learned a greater amount of data in the Pokémon universe.

Students in Professor Travis’s first iteration of his practomimetic course were taken aback at first, confused by the overlay of a game onto the course with little or no additional explanation. However, by the end of the course, disorientation gave way to engagement; he saw excellent student work in the ARG framework and positive and constructive evaluations. He explained that students in his game-world courses perform equal to their peers on traditional assessments, and motivation in his courses tends to run quite high. As an example of this, he mentioned students expressing a desire to compose in Latin, something he never saw in his traditional courses. Students also appreciate the aggregative grading method Professor Travis uses, in which students earn points for their assignments that build up, in toto, to their final grade. One instructor remarked that this seemed like a more motivating way to grade than the common method, which only allows a decrease in grade standing over a term.

For full coverage of this session, please click the video below (note a slight delay upon initial playback):

You can follow the writings of Professor Travis on his blog, Living Epic, and the as well as the latest thoughts of the VGHVI through their podcasts.